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The Big Five personality traits and online gaming: A systematic review and meta-analysis MEHDI AKBARI1p , MOHAMMAD SEYDAVI1, MARCANTONIO M. SPADA2, Journal of Behavioral SHAHRAM MOHAMMADKHANI1, SHIVA JAMSHIDI1, Addictions ALIREZA JAMALOO1 and FATEMEH AYATMEHR1 1 DOI: Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, 10.1556/2006.2021.00050 Tehran, Iran © 2021 The Author(s) 2 Division of Psychology, School of Applied Sciences, London South Bank University, London, UK Received: March 21, 2021 • Revised manuscript received: June 28, 2021 • Accepted: July 7, 2021 REVIEW ARTICLE ABSTRACT Online gaming has become an essential form of entertainment with the advent of technology and a large sway of research has been undertaken to understand its various permutations. Previous reviews have identified associations between the Big Five personality traits and online gaming, but a systematic review and meta-analysis on the association between these constructs has yet to be undertaken. In the current study we aimed to fill this gap in the literature through a systematic review and meta-analysis comprising of 17 studies and 25,634 individuals (AgeMean 5 26.55, males 5 75%). The findings showed that agreeableness, extraversion, openness to experience, and neuroticism were not ubiquitously associated with online gaming. The findings showed that only conscientiousness, across samples, had a protective role in online gaming. Furthermore, there were non-significant variations in the Big Five personality traits associations with online gaming when comparing gamers to the general population, younger versus older participants, casual versus ‘hardcore’ gamers, and high versus low traits (with the exception of neuroticism). As a result of our observations, the underlying mechanisms of individual differences in online gaming remain unclear. Limitations and future directions for research are discussed. KEYWORDS Big Five personality traits, meta-analysis, online gaming, systematic review. INTRODUCTION Online gaming has become an essential form of entertainment with the advent of technology (Wang, Ren, Long, Liu, & Liu, 2019). People of different ages might be motivated to play games for the challenge, socialization, or relaxation (Yee, 2006). Although gaming is a pleasant activity that can have educational implications (Pontes, Stavropoulos, & Griffiths, 2020), for a subgroup of game-players, excessive gaming results in syndromes that have been associated with addictive behaviors (Rehbein, Kliem, Baier, M€oßle, & Petry, 2015; Wang et al., 2019). The prevalence rates of online gaming are uncertain, with studies showing wide ranges including 0.7%–27.5% (Mihara & Higuchi, 2017), 0.7%–15.6% (Feng, Ramo, Chan, & Bourgeois, 2017), 0.6%–50.0% (Paulus, Ohmann, Von Gontard, & Popow, 2018), and 1.2%– 5.9% (Sugaya, Shirasaka, Takahashi, & Kanda, 2019). Stevens, Dorstyn, Delfabbro, and King p (2020) used meta-analytic techniques and found that the worldwide prevalence of online Corresponding author. E-mail: m.akbari@khu.ac.ir gaming was 3.05%, but this figure was adjusted to 1.96% when their analysis was limited to studies which met more stringent sampling criteria. They referred to the study population, diagnostic criteria, and various assessment instruments as the potential causes for different prevalence rates. It has been reported that the prevalence of online gaming is higher among males than females and among younger people than older people (FAM, 2018; Jimenez- Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
2 Journal of Behavioral Addictions Murcia et al., 2014; Lemmens, Valkenburg, & Gentile, 2015; found that more agreeable, extraverted, conscientious gamers Mentzoni et al., 2011; Paulus et al., 2018; Sugaya et al., 2019; tend to spend less time gaming. Dieris-Hirche et al. (2020) Vollmer, Randler, Horzum, & Ayas, 2014). investigated several possible relevant psychological variables, including the Big Five personality traits among a group of 820 male and female gamers. The participants who suf- Personality traits and online gaming fered from problematic gaming behavior had significantly Temperamental characteristics and personality traits are higher neuroticism scores and lower scores on extraversion, considered important variables that may play a role in conscientiousness, and openness to experience. However, in developing and maintaining online gaming (Brand, Young, terms of agreeableness, no difference was found between this Laier, W€ olfling, & Potenza, 2016; Dieris-Hirche et al., 2020; group of participants and those who reported no problematic Mihara & Higuchi, 2017; Munno et al., 2017). Relationships gaming behavior. Liao et al. (2020) studied a large group of between personality traits on one hand and time spent on Chinese adolescent game players and found a significant and gaming, gaming motives, and individual’s preference for positive association between online gaming and neuroticism gaming, on the other hand, have also been observed (Chory and a meaningful and negative correlation between online & Goodboy, 2011; De Hesselle, Rozgonjuk, Sindermann, gaming and conscientiousness. Pontes, & Montag, 2020; Dieris-Hirche et al., 2020; Montag et al., 2011; Seong, Hong, Kim, Kim, & Han, 2019; Teng, Lo, The aim of the current study & Lin, 2012; Vollmer et al., 2014). Furthermore, many Among various factors that have been identified as con- personality traits, such as hostility, detachment, psychoti- tributors to vulnerability to online gaming, personality traits cism, self-devaluation, introversion, submissiveness, impul- play a critical role (Gervasi et al., 2017; Şalvarlı & Griffiths, sivity, and interpersonal sensibility, have been reported to be 2019). Within the field of personality traits, the Big Five highly associated with online gaming (Blinka, Skarupova, & model is the most popular typology, and a considerable Mitterova, 2016; Collins, Freeman, & Chamarro-Premuzic, number of studies have been conducted to investigate the 2012; Laier, Wegmann, & Brand, 2018; Torres-Rodrıguez, associations between this model and online gaming (see Griffiths, Carbonell, & Oberst, 2018). Braun et al., 2016; Dieris-Hirche et al., 2020; Reyes et al., Investigating the relationships between the Big Five per- 2019). Gervasi et al. (2017) conducted a systematic review of sonality traits and online gaming has attracted many literature on empirical studies published from 2007 to 2016 researchers’ attention (for example, see M€ uller, Beutel, Egloff, and found online gaming is associated to a wide range of & W€ olfling, 2014; De Hesselle et al., 2020; Akbari et al., personality disorders and traits. They emphasized the ne- 2021). The trend highlights a relevant difference in person- cessity of conducting further research to specify patterns of ality traits between healthy (regular) and addicted gamers, personality traits that predispose people to online gaming. A summarized as follows. Wang et al. (2015) investigated the more recent review was carried out by Şalvarlı and Griffiths relations between personality traits, based on the Big Five (2019). They analyzed published research from 2000 to 2018 model, and gaming addiction. They found that low consci- and found that extraversion and openness to experience had entiousness and low openness to experience were signifi- a negative or zero association with online gaming. On the cantly associated with gaming addiction. Wittek et al. (2016) other hand, this review revealed mixed results of a positive investigated a large and representative sample of Norwegian or no association between conscientiousness, agreeableness, game players and found that video game addiction was and neuroticism and online gaming. positively associated with neuroticism and negatively asso- Although these systematic reviews provided significant ciated with conscientiousness. Braun, Stopfer, M€ uller, Beutel, informative findings on the relationship between personality and Egloff (2016) used the Big Five model to compare per- traits and online gaming, the field has expanded quickly over sonality traits of gaming addicts, regular gamers, and non- the last three to four years and a clearer picture of the gamers and found low neuroticism only among regular relationship between the Big Five personality traits and gamers. Bouna-Pyrrou et al. (2018) found a positive rela- online gaming may be achieved from employing a meta- tionship between online gaming and neuroticism and a analytic method. Therefore, this study aimed to fill the negative relationship between online gaming and conscien- existing gap in the literature by conducting a comprehensive tiousness. Reyes et al. (2019) studied a large sample of Fili- systematic review and meta-analysis on the relationship pino gamers. They found neuroticism was positively between the Big Five personality traits and online gaming. correlated with pathological gaming, while the remaining Big Five personality traits (i.e., extraversion, openness to expe- rience, agreeableness, and conscientiousness) were negatively METHOD correlated with pathological gaming. They also found that among the Big Five personality traits, conscientiousness was Study selection the strongest predictor of pathological gaming. De Hesselle et al. (2020) studied the associations between gaming motives, The current study findings have been reported based on the time spent on gaming, and the Big Five personality traits and Preferred Reporting Items for Systematic Reviews and Meta- found positive and negative correlations among different Analyses (PRISMA) guidelines (Moher, Liberati, Tetzlaff, gaming motives and various personality traits. They also Altman, & The PRISMAGroup, 2009). Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
Journal of Behavioral Addictions 3 Eligible studies for inclusion one, the higher the quality and the lower the risk of bias. The two authors’ minimum and maximum assigned scores were In order for studies to be eligible for inclusion they had to 0.66 and 0.75, and the inter-rater reliability was good (ICC meet the following criteria: 1) any publication reported in 5 0.81). Divergences were resolved through consensus. English; 2) research investigating the relationship between the Big Five personality traits and online gaming; 3) research Data analysis procedures which used established measures of the Big Five personality traits; and 4) research reporting Pearson’s or Spearman’s r This study is being reported based on Borenstein’s (2019) correlation coefficients of the variables of interest, or any guideline to avoid common mistakes in the meta-analyses data that could be converted into a correlation coefficient, conduct and reporting. The third version of Comprehensive such as Cohen’s d/f, T-value, or Fisher’s Z. Nonetheless, we Meta-Analysis software (CMA-3; Borenstein, Hedges, Hig- did not restrict the scope of our review by any fixed criteria gins, & Rothstein, 2013) was used to compute pooled effect- to ensure that all relevant papers were considered. sizes (ES), and a random-effects model was used to ensure the generalizability of data to comparable studies (Borenstein, Search strategy Hedges, Higgins, & Rothstein, 2009). Evans (1996) has sug- gested cutoff points as follows: r < 0.2 5 very small, 0.2 < r < Three independent authors systematically searched Psy- 0.4 5 small, 0.4 < r < 0.6 5 medium, 0.6 < r < 0.8 5 strong cINFO, PubMed, Science direct, and ProQuest without any and r > 0.8 5 very strong. These cutoffs were used to date restriction. The following keywords “trait” OR “big five” interpret the associations observed. However, to ease of OR “five-factor model” OR “personality trait” OR “big five interpretation, converting the ESs together is a common personality trait” OR “five-factor personality model” OR “neo practice (Borenstein, 2009), thus ESs were converted into pi profiles” OR “ffm” OR “hexaco” OR “eyseneck” OR Odds Ratios (ORs). An OR equal to 1 means no association, “agreeableness” OR “extraversion” OR “conscientiousness” and values less than one and greater than one can be inter- OR “neuroticism” OR “openness” were used for the person- preted as protective factors and risk factors, respectively. ality traits and “Internet Gaming” OR “online gaming” OR Before pooling the ESs, several sensitivity analyses using “internet game” OR “video game” OR “Computer Game” OR the method of “one-study removed” were conducted. And “Gaming Addict” OR “Gaming dependp ” OR “online after pooling the ESs, the mixed-effect model was used to gaming” combined with AND Boolean operator and data- test the subgroup differences. For the results, several indices bases tailored search functions (e.g., asterisk) was used for were reported as follows. Given that I2 is not an absolute online gaming due January 31, 2021. Besides, the reference value for the extent of heterogeneity (Borenstein, Higgins, lists of the previous reviews mentioned beforehand were Hedges, & Rothstein, 2017; Borenstein, 2019), Q and Tau screened. (Johnson, 2021) were reported as an indication of the be- tween-study heterogeneity. Using Borenstein et al. (2017) Study selection and data collection process formula, to cover the limitation of I2, the prediction interval The same authors as above assessed the research first by title (PI) was reported. The PI of 0.58 to þ0.30 means that in and abstract. Then potentially eligible studies were retrieved some populations the ES is low as 0.58 and in some is high for full-text screening. The authors of studies with missing as þ30 (future studies’ correlation will fall in this range). data were contacted (Moher et al., 2009) in order to obtain With regards to publication bias, based on Borenstein’s relevant data. Two out of eight authors contacted replied. (2019) guideline, the fail-safe N method was not used, so a Whenever duplication was confirmed, only the study with cumulative analysis was conducted to examine the small- the larger sample size was included (Cosci & Fava, 2013). study-effect, which studies with smaller sample size and Data extraction was done independently by two authors. larger ESs can be considered as a reason of publication bias. These authors coded each article in addition to correlation of Also, Egger’s regression tests were used, however, these tests interest and sample size, by title, authors’ name, year of can merely indicate the essence of publication bias. Thus, publication, country, personality and gaming measures, in- Duval and Tweedie’s trimmed procedure was used to ternal consistency coefficients, mean of measures, age, determine how ESs would change after controlling the gender, data collection method (online/in-person), sample publication bias. Finally, given the number of studies for type and mean of other reported psychological measures. each continuous moderator was less than the least recom- Disagreements were resolved over discussion and final mended of K 5 10 (Borenstein et al., 2009; Borenstein, consensus between the authors was achieved. 2019), the meta-regression report was omitted. Quality and risk of bias assessment RESULTS Using the Quality of Survey Studies in Psychology (Proto- gerou & Hagger, 2020), two authors independently reviewed Selection and inclusion of studies the eligible studies to assess the quality and the potential risk of bias in reporting. This tool includes twenty items which The plan of election and inclusion of studies as a PRISMA examine each study from conception to ethics, and the chart is presented in Fig. 1. After discarding duplicated assigned scores are reported from zero to one, the closer to studies, three independent authors screened titles and Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
4 Journal of Behavioral Addictions Fig. 1. Diagram for the inclusion of studies abstracts of the 1831 articles for a primary assessment. From gaming (n 5 10,794, mean of the hours per week 5 14.9). this, 157 articles were retrieved for full-text screening, which The mean score of online gaming (measured by for example left 42 studies qualified for qualitative analysis. Finally, the Gaming Addiction Scale (GAS; Lemmens, Valkenburg, & seventeen studies met the inclusion criteria and were entered Peter, 2009) from eight studies (n 5 5,860) was 1.28, calcu- into the quantitative review. lated from a scale of one to ten. Also, the reported mean scores for trait personalities in a scale of one to ten were as Quality and sensitivity analysis follows: agreeableness (K 5 8, n 5 12,151, mean 5 3.415), conscientiousness (K 5 7, n 5 11,813, mean 5 5.275), The authors had a consensus to use a criterion of 50% and extraversion (K 5 10, n 5 14,105, mean 5 6.251), neuroti- higher agreement on each study to be evaluated as an cism (K 5 13, n 5 20,890, mean 5 5.82), and openness to acceptable indicator of good study quality. All of the experience (K 5 7, n 5 11,813, mean 5 4.84). included studies were in the acceptable range of quality The geographic distribution of the studies saw 64.7% (0.66–0.75). Several sensitivity analyses were undertaken for coming from Europe (k 5 11; Germany, Norway, Spain, each subgroup to see if the pooled ESs was robust by dif- United Kingdom, and Switzerland), 23.52% from the United ferences in the correlation of interest and sample size, year of States (k 5 4), and 11.76% from Asia (k 5 2; China). publication, country, personality and gaming measures, in- Also, with regards to the data collection, 41.17% and ternal consistency coefficients, mean of measures, mean age, 52.94% preferred online survey and paper-pencil method, gender breakdown, data collection (online/in-person), and respectively. sample type. The pooled ESs were not affected by any of the Online gaming was examined by questionnaires such as the aforementioned variables, except ESs for openness to expe- Internet Online Gaming Scale (IGDS, Pontes, Kiraly, Deme- rience and extraversion which were skewed in one study and trovics, & Griffiths, 2014), the Gaming Addiction Scale (GAS), were excluded from the computation of ESs for these traits. and the Problematic Online Gaming Questionnaire (POGQ, Demetrovics et al., 2012). The average internal consistency of Study characteristics gaming measures was 0.87 which is acceptable. Most studies Overall, 25,634 individuals with a large proportion of young used Big Five personality traits-based measures to examine the males (Mage 5 26.55; 25.77% female) comprised the selected traits of interest, two used the extraversion and neuroticism studies conducted from 2010 to 2020. Of this total number, subscales of short-form revised Eysenck Personality Ques- only seven studies had reported the time spent on online tionnaire (EPQ-RS; Barrett, Petrides, Eysenck, & Eysenck, Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
Journal of Behavioral Addictions 5 1998; Eysenck, Eysenck, & Barrett, 1985), and two used the Younger versus elder. Comparing the ESs based on mean Zuckerman-Kuhlman Personality Questionnaire (ZKPQ; Aluja age greater than twenty years old and less than or equal to et al., 2006) and short version of Personality Inventory for twenty years old were no significant differences in the DSM-5 (PID-5-BF; Krueger, Derriger, Markon, Watson, & relationship between the Big Five personality traits and Skodol, 2015). The average internal consistency of personality online gaming were observed. trait measures was 0.65 which is acceptable. Please see Table 1 for the characteristics of included studies and the Table 2 for Casual versus hardcore gamers. Based on time spent the associations between the Big Five personality traits and gaming, ESs of the relationship of Big Five personality traits online gaming. and online gaming were not significantly different when comparing casual gaming (less than 15 h per week), hard- The Big Five personality traits and online gaming core gaming (more than 15 h per week), and studies which did not report gaming time. Agreeableness. Agreeableness was shown to have a very High versus low in a trait. On a scale of one to ten, scores small association with online gaming (r 5 0.19, 95% CI greater than five and lower than five were categorized as low 0.25 to 0.12), as can be seen by the ESs forest plot and high on a given trait. The omnibus test shows no sig- depicted in Fig. 2. Based on Table 4 and the PI values, it can nificant differences in the ESs in the relationship of the Big be said that in some populations, the ESs is as high as 0.40 Five personality traits with online gaming, except for and in some as trivial as 0.040. neuroticism for which the strength of the relationship with online gaming was higher among individuals with scores Extraversion. As the ESs forest plot in Fig. 3 depicts, ex- greater than five and vice versa. traversion has a small association with online gaming (r 5 0.13, 95% CI 0.16 to 0.09). The PI values in Table 4 Publication bias indicate that in some populations, the ESs is as high as 0.23 and in some as trivial as 0.01. Publication bias was first appraised for small-study-effect which shows no evidence of bias in this regard. Then, we Openness to experience. Unexpectedly, the mean ESs forest proceeded by testing Egger’s regression. The test was sig- plot in Fig. 4 depicts a very small association between nificant for conscientiousness (b 5 0.19, P 5 0.04), openness to experience and online gaming (r 5 0.05, 95% showing a potential publication bias. Therefore, Duval and CI 0.08 to 0.02). However, PI values in Table 4 indicate Tweedie’s procedure was performed to compute adjusted that in some populations, the ESs is as high as 0.13 and in ESs. As Table 3 suggests there is no evidence of publication some as trivial as 0.037. bias. Neuroticism. The forest plot depicted in Fig. 5 shows a Pairwise omnibus test: looking for fundamental small association of neuroticism with online gaming (r 5 domain 0.21, 95% CI 0.16–0.26), and based on PI values in Table 4, in some populations, the ESs is as high as 0.38 and in some To see which of the Big Five personality traits are protective as trivial as 0.021. or risk factors of online gaming, the ESs were converted to continuous OR. Agreeableness (OR 5 0.494 [0.386, 0.633]), Conscientiousness. Conscientiousness also shows a small openness to experience (OR 5 0.834 [0.741, 0.939]) and association with online gaming (r 5 0.27, 95% CI 0.31 to extraversion (OR 5 0.628 [0.549, 0.719]) were protective 0.23), depicted in the forest plot, Fig. 6. Moreover, based factors for online gaming in some populations, but consci- on PI values in Table 4, in some populations, the ESs is as entiousness (OR 5 0.367 [0.312, 0.430]) in all populations high as 0.39 and in some as low as 0.13. decreased the odds of online gaming by 64 percent. Also, neuroticism was a risk factor for online gaming (OR 5 Moderator analysis 2.181), which means that with increases in neuroticism, the odds of online gaming increase twofold. In addition, high Given the impossibility of conducting a meta-regression, neuroticism (scores greater than five) increased the odds of categorical moderator analysis was conducted to determine online gaming by 2.859 [2.183, 3.745], almost three times. the possible reason for heterogeneity. The results are shown Low neuroticism (scores lower than five) increases the odds in Table 5. of online gaming by 1.893 [1.498, 2.393], nearly two times, Gamers versus general population. The omnibus test in which makes it a fundamental trait in addition to consci- Table 5 shows no significant differences between gamers entiousness. versus the general population in the relationship of Big Five personality traits and online gaming. DISCUSSION Online versus in-person. Regarding data collection, there were also no significant differences in the relationship be- The key question inspiring this systematic review and meta- tween the Big Five personality traits and online gaming. analysis was which of the Big Five personality traits would Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
Table 1. Characteristics for the included studies 6 Authors (year) Trait R n F% Age mean Data collection Dv a Iv a Dv mean Iv mean Time spent Q 1. Reyes et al. (2019) A 0.26 1,026 47.86 23.57 Offline 0.9 0.75 1.84 4.29 blank 0.58 C 0.29 0.73 4.74 E 0.79 0.71 5.02 N 0.11 0.7 4.79 O 0.74 0.76 5.04 2. Braun et al. (2016) A 0.05 2,891 0.16 23.2 online 0.79 0.54 blank 1.76 23.57 0.64 C 0.25 0.81 2.20 E 0.14 0.63 2.47 N 0.12 0.45 2.70 O 0.06 0.72 2.34 3. Dieris-Hirche et al. (2020) A 0.04 820 26.50 25.25 Offline 0.81 blank 3.24 2.60 blank 0.68 C 0.30 3.45 E 0.12 3.66 N 0.171 3.14 O 0.06 3.32 4. M€ uller et al. (2014) A 0.17 115 0.00 22.9 Offline 0.92 blank blank 4.40 blank 0.73 C 0.51 3.80 E 0.36 4.60 N 0.378 4.40 O 0.01 3.40 5. Collins and Freeman (2013) E 0.005 73 37.50 27.23 online 0.85 0.73 blank 2.90 blank 0.75 6. Collins et al. (2012) A 0.22 66 22.70 26.55 online 0.75 0.78 blank blank 18.17 0.58 C 0.12 E 0.04 O 0.125 7. Li et al. (2016) N 0.05 654 54.40 20.29 Offline 0.95 0.62 2.87 3.85 2.62 0.78 8. Khazaal et al. (2016) 1 N 0.23 3,318 0.00 20 Offline 0.86 blank blank 1.90 blank 0.77 9. Khazaal et al. (2016) 2 N 0.24 2,665 0.00 20 Offline 0.85 blank blank 2.10 blank 0.77 10. Andreassen et al. (2013) A 0.23 218 78.40 20.7 Offline 0.83 0.85 2.37 8.28 blank 0.55 C 0.24 0.77 8.25 Unauthenticated | Downloaded 10/27/21 04:23 AM UTC E 0.17 0.77 7.83 Journal of Behavioral Addictions N 0.22 0.77 8.75 O 0.15 0.84 8.47 11. Charlton & Danforth (2010) A 0.16 338 14.00 29.27 online 0.79 0.84 4.63 6.44 18.7 0.81 E 0.15 0.8 7.45 12. Carlisle, (2017) E 0.18 1,881 38.90 28.27 online 0.79 0.59 1.28 5.69 blank 0.89 N 0.18 0.67 5.82 13. Lopez-Fernandez (2020) A 0.33 364 31.00 14.97 Offline 0.86 0.84 1.48 3.42 5.88 0.78 C 0.26 0.84 5.28 E 0 0.76 4.18 N 0.28 0.82 6.01 O 0.07 0.86 4.84 (continued)
Journal of Behavioral Addictions 7 best predict online gaming? Adjusted ESs in Table 3 show Note: r 5 Pearson correlation; n 5 sample size; F 5 female proportion; Dv 5 dependent variable (online gaming); Iv 5 independent variable (Big-Five personality traits); Q 5 quality and risk of 0.88 0.88 0.73 0.74 Q openness to experience had the lowest mean association with online gaming. The highest ESs, still not significantly Time spent different from the rest of the traits (except for neuroticism), blank blank blank belonged to conscientiousness. Given that personality traits 12.6 can be evaluated as protective (Kuss, Van Rooij, Shorter, Griffiths, & van de Mheen, 2013), conscientiousness in any population appears to have a protective role against online Iv mean gaming, but neuroticism is a risk factor for online gaming blank 5.27 5.09 5.35 6.18 6.93 7.31 6.91 for some but not all individuals, as indexed by PI. Agreeableness and online gaming Dv mean The observed trivial effect on this association in some blank blank 1.67 1.67 populations and small effect in others may suggest the importance of video game genres (Wittek et al., 2016). Collaboration is essential in some genres (particularly MMORPGs); thus, individuals with high or low agreeable- Iv a 0.79 0.79 0.86 0.83 0.83 0.75 0.82 0.89 ness will act differently in this situation. Those displaying high levels of this trait tend to avoid competition (Şalvarlı & Griffiths, 2019), while those displaying low levels of this trait Dv a 0.92 0.92 0.94 0.88 have a strong desire to compete (M€ uller et al., 2014). As a result, when the genres needed cooperation, gamers with low agreeableness levels may show trivial effects. Data collection Offline online online online Extraversion and online gaming bias (raning 0–1). The mean scores are converted on a scale of one to ten, simplifying the interpretation. The observed trivial effect on this association might, again, be explained by game genres. Both introverted and extra- verted individuals may be involved in gaming; however, extraverted individuals may also participate in the virtual Age mean 19.22 34.79 14.29 environment to improve social enhancement, and some 19.4 introverted people may not be able to maintain being involved in some games because the games require a friendly and cooperative attitude (M€ uller et al., 2014; Şalvarlı & 66.20 59.20 42.90 50.60 Griffiths, 2019). F% Openness to experience and online gaming 6,379 334 225 776 Among the protective factors against online gaming, the PI n confidence interval indicates the least low limit. This finding may be explained by the tendency of individuals high on this 0.273 0.076 trait to search both real and virtual life environments to 0.22 0.17 0.20 0.09 0.05 0.29 0.28 0.11 0.09 0.5 R fulfill their curiosity and enthusiasm (Kayiş et al., 2016). They may choose to experience real-life events over virtual ones, making this trait less pertinent to online gaming Trait compared to all the other Big Five personality traits. N N N O N O A A C C E E Neuroticism and online gaming opez-Fernandez et al. (2020) Şalvarlı and Griffiths (2019) found that there is either a positive relationship between gaming disorder and neuroti- cism or no relationship at all. This is consistent with the current study’s findings. This observation can be attributed 16. Liao et al. (2020) Table 1. Continued 14. Sejud, (2013) 1 15. Sejud, (2013) 2 to the fact that some neurotic individuals are un-confident and may use gaming to inhibit or prevent negative feelings Authors (year) (Mehroof & Griffiths, 2010) and escape their problems (Wittek et al., 2016). On the other hand, some neurotic 17. L individuals may not be able to concentrate well due to a loss of emotional balance (Wang et al., 2015). Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
8 Journal of Behavioral Addictions Table 2. Big Five personality traits and online gaming Effect-sizes and 95% interval Heterogeneity Prediction interval Omnibus test Domain K n r Ll Ul Q-value (df) I 2 T 2 Ll Ul Q (df) P-value A 10 12,993 0.19 0.25 0.12 89.197 (9) 89.91 0.009 0.40 0.040 232.58 (4) P 5 0.001 C 9 12,655 0.27 0.31 0.23 29.42 (8) 72.81 0.003 0.39 0.13 O 8 11,629 0.05 0.08 0.02 12.68 (7) 44.80 0.001 0.13 0.037 E 11 13,921 0.13 0.16 0.09 28.90 (10) 65.40 0.002 0.23 0.01 N 14 21,666 0.21 0.16 0.26 146.30 (13) 91.11 0.007 0.021 0.38 Fig. 2. Forest plot for the association of online gaming and agreeableness, by 95% CI Table 3. Adjusted effect-sizes for publication bias bases on Duval and Tweedie's trim and fill method Egger's regression test of publication bias Adjusted effect-sizes Domain b SE Ll to Ul t-value (df) P-value* St r Ll Ul Q-value A 0.147 1.733 5.47 to 2.52 0.84 (8) 0.210 1 0.17 0.23 0.11 97.107 C 0.190 0.928 4.09 to 0.296 2.04 (7) 0.04 0.26 0.30 0.22 29.41 O 1.066 0.726 0.71 to 2.84 1.46 (6) 0.09 2 0.06 0.10 0.02 24.85 E 0.503 0.882 2.49 to 1.49 0.57 (9) 0.291 0.12 0.16 0.09 28.90 N 0.651 1.866 4.71 to 3.41 0.34 (12) 0.366 0.21 0.16 0.25 146.29 St 5 Studies trimmed; * 5 One-tailed. Table 4. Pairwise omnibus moderator analyses comparing gamers versus general population Effect-sizes and 95% interval Omnibus test Domain Participants K n r Ll Ul Q (df) P-value Agreeableness Gamers 7 9,818 0.21 0.28 0.14 0.88 (1) 0.35 General population 3 3,175 0.14 0.26 0.02 Conscientiousness Gamers 6 9,480 0.29 0.34 0.23 1.01 (1) 0.31 General population 3 3,175 0.23 0.32 0.14 Openness to Experience Gamers 5 9,480 0.07 0.11 0.02 2.172 (1) 0.14 General population 3 3,175 0.002 0.072 0.069 Extraversion Gamers 8 10,746 0.12 0.17 0.08 0.07 (1) 0.79 General population 3 3,175 0.14 0.22 0.05 Neuroticism Gamers 8 12,015 0.18 0.11 0.25 1.82 (1) 0.18 General population 6 9,651 0.25 0.17 0.33 Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
Journal of Behavioral Addictions 9 Fig. 3. Forest plot for the association of online gaming and extraversion, by 95% CI Fig. 4. Forest plot for the association of online gaming and openness to experience, by 95% CI Fig. 5. Forest plot for the association of online gaming and neuroticism, by 95% CI Fig. 6. Forest plot for the association of online gaming and conscientiousness, by 95% CI Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
10 Journal of Behavioral Addictions Table 5. Results for the categorical moderator analysis Moderator k R 95% CI Z (P-value) Q (df) I2 (P-value) T2 Agreeableness Data Collection (Q 5 1.758, df 5 1, P 5 0.185) Online 4 0.14 [0.24, 0.03] 2.57 (0.01) 30.67 (3) 90.22 (0.01) 0.006 In-person 6 0.23 [0.31, 0.14] 5.24 (0.01) 39.50 (5) 87.34 (0.01) 0.014 Youngers versus elders (Q 5 2.810, df 5 1, P 5 0.094) Age >20 years 6 0.14 [0.23, 0.05] 3.04 (0.01) 40.92 (5) 87.78 (0.01) 0.011 Age ≤20 years 4 0.26 [0.35, 0.15] 4.85 (0.01) 21.33 (3) 85.93 (0.01) 0.008 Casual versus hardcore gamers (Q 5 1.390, df 5 2, P 5 0.499) Unknown 5 0.20 [0.30, 0.10] 3.79 (0.01) 33.77 (4) 88.15 (0.01) 0.014 Less than 15 h 2 0.24 [0.39, 0.09] 3.06 (0.01) 9.89 (1) 89.89 (0.01) 0.013 Greater than 15 h 3 0.12 [0.26, 0.02] 1.70 (0.09) 5.43 (2) 63.16 (0.07) 0.005 Level of Trait (Q 5 0.036, df 5 1, P 5 0.850) Higher than 5 3 0.18 [0.31, 0.05] 2.65 (0.01) 0.84 (2) 0.00 (0.66) 0.000 Lower than 5 5 0.17 [0.27, 0.06] 3.11 (0.01) 58.89 (4) 93.21 (0.01) 0.017 Extraversion Data Collection (Q 5 0.00, df 5 1, P 5 0.991) Online 6 0.13 [0.18, 0.08] 4.89 (0.01) 15.54 (5) 67.83 (0.01) 0.001 In-person 5 0.13 [0.19, 0.07] 4.07 (0.01) 13.36 (4) 70.05 (0.01) 0.006 Youngers versus elders (Q 5 3.819, df 5 1, P 5 0.051) Age >20 years 7 0.15 [0.19, 0.11] 7.39 (0.01) 10.73 (6) 44.07 (0.10) 0.001 Age ≤20 years 4 0.09 [0.14, 0.04] 3.82 (0.01) 4.97 (3) 39.62 (0.17) 0.001 Casual versus hardcore gamers (Q 5 4.75, df 5 2, P 5 0.09) Unknown 6 0.16 [0.20, 0.11] 6.24 (0.01) 10.35 (5) 51.70 (0.07) 0.002 Less than 15 h 2 0.07 [0.13, 0.00] 1.93 (0.05) 2.84 (1) 64.85 (0.09) 0.003 Greater than 15 h 3 0.14 [0.20, 0.07] 3.96 (0.01) 0.65 (2) 0.00 (0.72) 0.000 Level of Trait (Q 5 0.168, df 5 1, P 5 0.682) Higher than 5 4 0.14 [0.21, 0.07] 4.03 (0.01) 13.15 (3) 77.19 (0.01) 0.003 Lower than 5 5 0.12 [0.19, 0.05] 3.38 (0.01) 14.68 (4) 72.75 (0.01) 0.005 Openness to Experience Data Collection (Q 5 0.272, df 5 1, P 5 0.602) Online 3 0.04 [0.08, 0.01] 1.49 (0.14) 9.26 (2) 78.40 (0.01) 0.002 In-person 3 0.06 [0.13, 0.01] 1.66 (0.10) 0.31 (2) 0.00 (0.86) 0.000 Youngers versus elders (Q 5 0.45, df 5 1, P 5 0.499) Age >20 years 3 0.06 [0.13, 0.01] 1.57 (0.12) 0.27 (2) 0.00 (0.87) 0.000 Age ≤20 years 3 0.02 [0.09, 0.05] 0.61 (0.54) 9.22 (2) 78.32 (0.01) 0.007 Casual versus hardcore gamers (Q 5 0.43, df 5 2, P 5 0.817) Unknown 4 0.02 [0.10, 0.06] 0.58 (0.56) 10.33 (3) 70.96 (0.02) 0.006 Less than 15 h 2 0.06 [0.16, 0.03] 1.27 (0.20) 0.05 (1) 0.00 (0.82) 0.000 Greater than 15 h 2 0.03 [0.14, 0.08] 0.49 (0.62) 2.13 (1) 52.98 (0.14) 0.009 Level of Trait (Q 5 1.06, df 5 1, P 5 0.301) Higher than 5 2 0.004 [0.09, 0.08] 0.09 (0.93) 9.10 (1) 89.01 (0.01) 0.019 Lower than 5 4 0.06 [0.12, 0.00] 1.83 (0.07) 0.31 (3) 0.00 (0.96) 0.000 Neuroticism Data Collection (Q 5 1.64, df 5 1, P 5 0.200) Online 5 0.25 [0.17, 0.33] 5.83 (0.01) 88.64 (4) 95.49 (0.00) 0.012 In-person 9 0.19 [0.12, 0.25] 5.50 (0.01) 51.77 (8) 84.55 (0.00) 0.006 Youngers versus elders (Q 5 1.61, df 5 1, P 5 0.204) Age >20 years 6 0.18 [0.11, 0.24] 4.98 (0.00) 14.52 (5) 65.56 (0.01) 0.002 Age ≤20 years 8 0.23 [0.18, 0.29] 7.90 (0.00) 86.32 (7) 91.89 (0.01) 0.007 Casual versus hardcore gamers (Q 5 1.20, df 5 2, P 5 0.548) (continued) Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
Journal of Behavioral Addictions 11 Table 5. Continued Moderator k R 95% CI Z (P-value) Q (df) I2 (P-value) T2 Unknown 10 0.23 [0.16, 0.28] 7.02 (0.00) 73.84 (9) 87.81 (0.01) 0.007 Less than 15 h 3 0.20 [0.09, 0.31] 3.60 (0.00) 31.55 (2) 93.66 (0.01) 0.016 Greater than 15 h 1 0.12 [0.06, 0.30] 1.28 (0.20) 0.00 (0) 0.00 (1.00) 0.000 Level of Trait (Q 5 5.05, df 5 1, P 5 0.02) Higher than 5 6 0.28 [0.21, 0.35] 7.70 (0.00) 42.02 (5) 88.10 (0.01) 0.008 Lower than 5 7 0.17 [0.11, 0.24] 5.38 (0.00) 52.23 (6) 88.51 (0.01) 0.005 Conscientiousness Data Collection (Q 5 5.07, df 5 1, P 5 0.02) Online 3 0.22 [0.27, 018] 8.88 (0.00) 4.74 (2) 57.79 (0.09) 0.001 In-person 6 0.30 [0.34, 0.25] 13.12 (0.00) 9.63 (5) 48.11 (0.09) 0.002 Youngers versus elders (Q 5 1.55, df 5 1, P 5 0.212) Age >20 years 5 0.29 [0.35, 0.24] 9.97 (0.00) 14.16 (4) 71.76 (0.01) 0.004 Age ≤20 years 4 0.24 [0.30, 0.18] 7.86 (0.00) 5.06 (3) 40.70 (0.17) 0.001 Casual versus hardcore gamers (Q 5 4.15, df 5 2, P 5 0.125) Unknown 5 0.30 [0.35, 0.25] 11.14 (0.00) 9.11 (4) 56.10 (0.06) 0.002 Less than 15 h 2 0.22 [0.29, 0.15] 6.14 (0.00) 1.07 (1) 6.91 (0.30) 0.00 Greater than 15 h 2 0.24 [0.32, 0.15] 5.52 (0.00) 1.09 (1) 8.04 (0.30) 0.001 Level of Trait (Q 5 2.71, df 5 1, P 5 0.09) Higher than 5 3 0.23 [0.29, 0.16] 6.32 (0.00) 1.28 (2) 0.00 (0.53) 0.000 Lower than 5 4 0.30 [0.35, 0.24] 10.07 (0.00) 12.59 (3) 76.17 (0.01) 0.003w Conscientiousness and online gaming Overall, there are several suggestions for further research to fill the gaps in the literature. First, given the importance of Low-conscientious individuals are characterized as being less neuroticism and conscientiousness in online gaming, dis- persistent in pursuing personal goals, unstructured, and secting each trait’s six facets could help better understand having a hard time organizing their day-to-day life (M€ uller their role in both online gaming and Internet Gaming Dis- et al., 2014). As a way of escaping, gamers with these order. Plus, given that neuroticism was not a significant characteristics may be more likely to develop problematic factor among some populations as indexed by prediction gaming behaviours by losing themselves in virtual settings intervals, future studies might want to explore that among and not paying attention to everyday life duties (M€ uller et which types of gamers, neuroticism is not a determining al., 2014). On the other hand, individuals with high factor. Moreover, given that there were non-significant dif- conscientiousness are more organized and highly involved in ferences between gamers and the general population, future ‘real life’ in search of achieving personal goals. It follows, research might use extreme samples (diagnosed with gaming that their values and engagement in ‘real life’ may act as a disorder vs. regular gamers) to see if whether the differences protective factor against online gaming. are significant or not; thus, given the extant literature, a firm conclusion cannot be drawn yet. Limitations and future directions Furthermore, future research may consider shedding This review’s strength is that it was done according to light on the Big Five personality traits in relation to the existing standards (Borenstein, 2019), but a meta-analysis underlying shared variance embedded within the frame of cannot contain data that has not been published in the two personality meta-traits: stability (conscientiousness, included studies; thus, it has the following limitations. First, neuroticism, and agreeableness) and plasticity (extraversion the included studies did not report the totality of variables and openness to experience). Plasticity is related to an in- (such as motivation to game, time spent gaming, genres of dividual’s fundamental need to absorb innovative experi- games, cognition) that could be used in moderator analysis, ences from the environment (engagement). Stability is resulting in the omitted meta-regression. related to the need to maintain a constant combination of Second, the data’s generalizability is restricted to Europe behavioral and psychological activity (satiety and restraint of (65% of studies), the United States (24% of studies), and males behavior). These meta-traits are also related to the seroto- due to their over-representation (female 5 25%), and young nergic and dopaminergic neurotransmitter systems’ activity, adults (AgeMean 5 26.55). Third, our endeavor was limited to respectively (DeYoung, Peterson, & Higgins, 2002). For the Big Five personality traits and inclusion of only English more details on the big-two personality meta-traits, see publications due to lack of resources. Finally, the conclusions Hirsh, DeYoung, and Peterson (2009) and DeYoung (2006). from our findings should be tempered by the observational Second, comparing individuals on high and low levels and cross-sectional nature of the studies reviewed. of each trait may shed light on some moderators and Unauthenticated | Downloaded 10/27/21 04:23 AM UTC
12 Journal of Behavioral Addictions covariates that can explain these disparities of ESs. Given Akbari, M Spada, Sh Mohammadkhani & M Seydavi. Data that conscientiousness is a protective factor against online curation: A Jamaloo & F Ayatmehr. Analysis and interpre- gaming and neuroticism predisposes some individuals to- tation of data: M Akbari & M Seydavi. Statistical analysis: M wards online gaming, and in line with the findings of Akbari & M Seydavi. Drafting the manuscript: M Akbari, M Marengo et al. (2020; smartphone use disorder) and Kayiş et Seydavi & M Spada. Final edition: M Akbari, M Seydavi, M al. (2016; internet addiction), these traits appear prime Spada, Sh Mohammadkhani, and Sh Jamshidi, have read candidates for further study of internet-related psychopa- and edited the final version of the study. Approval of the thology. Other personality traits such as impulsivity (a version of the manuscript to be published: M Akbari, M neuroticism aspect), narcissism, sensation seeking, and Seydavi, M Spada, Sh Mohammadkhani, Sh Jamshidi, A closely linked notions to personality traits such as self- Jamaloo, and F Ayatmehr. esteem or self-competence, hardiness, and self-efficacy, are worthy of consideration when investigating gaming disor- Conflict of interests: The authors have no known competing der. financial interests or personal relationships that could have Third, considering that the Big Five personality traits influenced this work. (except for conscientiousness) have a trivial association with online gaming in some populations, the current study’s nomothetic approach suggests that using an idiographic REFERENCES approach might shed light on the ESs disparities. The very small to a small association of the Big Five personality traits with online gaming may be due to pooling Akbari, M., Bahadori, M. 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